
jedi_consulor
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Everything posted by jedi_consulor
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I think this discussion is going places ! I have done some editing of my own on the scripts and will test them today. But thanks for sharing this information - I had no idea it would be necessary to edit those files to get the AI using and building new units and structures you add to the game.
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well if you fix it - pass on what you did I could do with some tips on that too..
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LOL oh no, not Sarapin This is not the same place as the one in Force Commander ? - god I hated those missions in that part of the game - the last mission was a pain as it was timed. I love your idea's Mr Cain - really good maps and work in general on this mod.
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Re: Hypothetical Prefab Garrison Structures
jedi_consulor replied to MonkeyBiz's topic in EAW Mods General Workshop
I recall that some thing similar to that was in Force Commander. Only it looked similar but not as big. Perhaps we could base a new model on the one in Force Commander - or a scaled down version of that drawing. (Think that might be too big to fit on an EAW map) -
Hmm don't think there is a work around for this :-\ It's just a case of not using base layout view on the new planets you add to the game. I have done the same as what other figured out and made ground images for the base layouts so that there isn't a huge petro logo there. Thats about the most we can do with it for now. If this issue is to do with the map editor not generating map previews or what ever it might be, then I expect we will all have to go back and fix the maps anyway in the fixed updated map editor if they ever release one ?
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dito - I see the problem :-\ - I have found the same problem with my maps too. I have the base layout view showing an image of the ground surface of the planet ok, but there isn't any ground slots where you can drag and move your units and structures around. There should be slots so you can move them around. Also the Reinforcement points don't show properly either. As they show in random area's but not in the actual places where they should be. I don't think there is a fix for this, I think zer0x mentioned this problem recently - I think he said its the new map editor its full of bugs ? - Anyway we have to wait for Petro to fix this issue if it is the Map Editor causing it.
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Thats odd. What kind of glitch is it your getting ? - is it the one I mentioned with the white petro logo in base layout view then ?
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I did all mine in Photoshop, using an existing dds file as the template. I just renamed each of the dds files and added the different relevant preview shot of the ground layout I wanted. it worked fine ! - no glitches. I did all mine by hand manually considering the map editor can't make a preview image of the map : so I copied the map name and named the dds file similar _Land_Planet_Aridus_02.ted _Land_Planet_Aridus_02.dds (example) by just editing and re naming the dds file into different versions was far easier for me in Photoshop JC
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never mind - I found the answer to my own question sorted.
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I'm working through my mod, and I am at the point of adding new planets to the galactic map. I have done several new maps but none of them have 'Base Layout' Views. I know I have seen the images for the existing planets in the textures folder - that seem to be for base layout views. Can anyone help tell me how to add a base layout view to the new planets I have added to my mod ? - I see some people have done it recently in their mods. Some help would be great I just need to know how you do this. Thanks
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He he, OK well I made a few changes to the script Mr Cain mentioned - I'll have to test it later. (In the middle of making new maps for FOC) : I am beginning to hate drawing urban terrains..
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heee he he he ;D That works now then back to the topic where were we ? 'to test what Mr Cain has said I will ... I go..'
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In that folder for some reason all I have is them in Lua format ?! I am not seeing decompiled scripts.
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hmm no, mine is still in Lua format Kel - what do you need to extract and read Lua files ? Mr Cains find is an very good one indeed I just got mikes tools for this - but I can't figure out how to get the them to run ! LOL
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Thanks for the explanation, I understand why I got confused about it
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I agree, the ones that were already available were quite good ? - I loved the Swamp Trooper in that pack. But in your screen shots there was one of the Marine Trooper ? Like a red a white version of a Snow Trooper - I couldn't find that one in the pack :-\ but otherwise they were pretty good skins
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LOL hey don't take it so serious look its beyond argument, your basically saying what the Game developers did can't be done and doesn't work ?! - They added that Turret ALO file for some reason - even if you haven't found it in the XML files. Its odd why they did that, but hey ! without reverse engineering that model into max format who knows how exactly how they did it. All I know is going by the evidence and facts. Looking in the ALO file each and every hardpoint that is used for a turret and barrel - all are named in that way. along with the muzzle flashes. What I am saying is - is that if The game developers did it that way then you must be able to do it. Otherwise it wouldn't make sense to do a model that way and then the turrets don't work ? If they did it that way then you must be able to do it. Logically if I place in the code the words B_Barrel and B_Turret and those are the firing bones in which it uses then each and every other Turret and barrel bone must be names accordingly. Otherwise tell me - how on earth would the code know how to find the other turrets to fire and turn from ?!
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This should be the proper way to do linked turrets. The Juggernaught is 'not' magical that's how the developers did it. If thats how they did it it must be how its done. Simple - if it doesn't work for you then you have missed some thing or have not done it right in some way. Funny it works for the developers and not for you - I'd put my money on the devs being right than what anyone else is saying because its their game, they know best. Besides any one can tell that its obviously done that way from observing the code from the Juggernaught, and looking at the Juggernaughts hardpoints - its obvious. Looking at the ALO files though in FOC there is two ALO files that are to do with the Juggernaught itself. EV_JUGGERNAUT.ALO EV_JUGGERNAUT_HP_F_TURRET_00.ALO Ahh, there is an ALO file that refers to the turret. - hmm maybe some one will make more sense of this.. but I stick with that I said earlier as far as the bone names are concerned.
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All the names have to be similar though to the first turret and barrel. Otherwise the code won't pick up the other hardpoints. Like I mentioned previously. B_Barrel then any additional ones named _01 _02 etc, and for the B_Turret then _01 _02 etc for all the turrets your adding. Plus like has been mentioned Muzzle flashes for each barrel bone. Otherwise I doubt the code will recognise the other turrets if they are named completely different, which is why the turrets can't be linked now with the current model.
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yes, that's it so the B_Barrel code links all the B_Barrel hardpoints together. The XML code only will link those together along with the individual turret bones. (B_Turret, B_Turret_01) and so on. At the moment there isn't any way you can get those turrets to fire individually anyway. If the bone names were specified as mentioned, the turrets would link together and all fire and rotate in the direction they are aiming to fire.
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You don't understand me ? - I mean that all the turret bones are linked through the barrel bones. Thats why they are linked and fire together on the model. In the code you specified that the gun fires from b_Barrel and the the turret bone is b_Turret Well, any other bone in the model Barrel_01 and turrets are linked through the bone names I posted from the juggernaught So I would assume by that logic if the FOC code is looking for the bones it would then be some thing like B_Turret B_Turret_01 B_Turret_02 and B_Barrel , B_Barrel_01 and so on plus all the muzzle flash bones for each of the firing points. and so on for each additional turret I think would be linked. The code is only looking for the B_Barrel and B_Turret code in the juggernaught. So the code in the AT TE looks for the barrel bone and turret bone - the code will work with all linked turrets, but at the moment in the AT TE the turrets are not linked in the bones. I think they all need to be renamed so they match the barrel bone name and the turret bone in the code. For each new turret you want to add you need to add the same code as you would do with the first turret bone and barrel bone - so there after you can add 01,02,03 and so on. I think this way when the code reads the barrel bone and turret bone information in the model - they will fire 'together' they are linked and will rotate in the direction of their fire. JC
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@Avenger I'm not positive the second turret moves on the juggernaught (don't think it does) .. but it does fire with the first turret in the same direction of fire of the first turret. so they seem linked.. possibly because of the bone names on the Juggernaught ? as mentioned above.
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I remember the Juggernaught in FOC has linked turrets. - I think maybe Avenger would have to redo the hardpoints so that they are similar to that of the Juggernaught bones in their model. Their's were like B_Barrel and B_Turret,(First Turret) and B_Turret_01 (Second Turret) the firing points being MuzzleA_00 and 01 and MuzzleB_01 In their code it has the following bit of code that makes the turrets work. 200 40 b_turret b_barrel 5.0 2 1 At a guess I would otherwise wouldn't think there is any other way of making the other individual turrets fire unless it's similar to their version of the code and the models hardpoints can be linked like that..?
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@Avenger if you can get the AT PT done - you have my eternal gratitude also,. Been wanting that model for a long time on here..
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I'd certainly like the T3B and AT PT myself - I have been looking for the AT PT for some time - but no luck on it. :-\ I like the scaling in this mod by the way - I know that's a friggin pain to do in any mod !